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        검색결과 45

        1.
        2023.07 구독 인증기관·개인회원 무료
        Fast-paced advancements in technology demand swift adaptation and presents new opportunities and challenges for the optimization of communication, especially for advertisers. Digitalization and new developments in ICT have brought significant changes to the ways in which information, especially promotional messages, is disseminated to consumers. Additionally, with explosive interests in anticipation of fully autonomous vehicles, this study identifies and addresses the potential to optimize communication in an under examined digital media environment – in-vehicle infotainment system. Therefore, this study proposes a text-image embedding method recommender system for the personalization of multimedia contents and advertisements for in-vehicle infotainment systems. Unlike most previous research, which focuses on textual-only or image-only analyses, the current study explores the understanding, development and application of text embedding models and image feature extraction methods simultaneously in the context of target advertisement research. Overall, this study highlights the need to adapt to the ever-evolving technological landscape to optimize communication in various digital media environments. With the proposed text-image embedding method, this study offers a unique approach to personalizing multimedia content and advertisements in the under-explored digital media environment of in-vehicle infotainment systems.
        2.
        2021.11 구독 인증기관 무료, 개인회원 유료
        대학에서 융복합전공의 개발은 급변하는 시대적 요구에 따른 것이며 특히 음악과 디지털 미디어 분야의 융복합은 전공으로써 다양하게 개발될 수 있다. 본 논문은 예술관련 융복합 전공분야의 교육방법 및 커리큘럼을 제시하는 목적을 가지고 있다. 연구의 방법은 실용적인 측면이 강한 뉴욕 대학과 학술적 측면이 강조된 스탠포드 대학교의 교육과정을 비교 분석하여 예술 관련 융복합전 공의 교육 내용을 제시하였다. 분석 결과 뉴욕대학교의 IMA과정은 디지털 미디어를 기반하여 다양 한 예술 분야를 융합하는 형태이며 학생들의 관심과 흥미에 따른 다양한 예술 분야를 접목한 실용 적 측면이 강한 교육과정을 가졌다. 반면 스탠포드 대학교의 융복합전공인 MST과정은 융합의 시작을 음악에 두어 디지털과 컴퓨터 기반의 프로그램들을 익히는 교육 내용을 가지고 있었으며 특히 학술적으로 음악인지학, 음악신경과학과 같은 인간의 청각, 음악을 듣는 뇌신경의 체계 등의 교육 내용까지 포함하고 있다는 분석 결과들이 도출되었다.
        5,200원
        3.
        2021.09 KCI 등재 구독 인증기관 무료, 개인회원 유료
        현재 기술이 발전하게 됨에 따라 멀티미디어 콘텐츠 제작에는 많은 비용과 인적자원이 필요하고, 수많은 멀 티미디어 제작 도구 소프트웨어가 필요하게 되었다. 이런 각각의 멀티미디어 제작 소프트웨어들은 배울 내용 이 너무 많은데다가 고품질의 최종결과물을 만들기 위해서 많은 시간이 소요되는 문제점이 있다. 그렇기 때 문에 대학생들이 실무 업계에서 통용될 수 있는 멀티미디어 콘텐츠 제작을 위해서 4년이라는 대학교육 시간 내에서 이것들을 전부 학습하기엔 무리가 있고 여러 가지 제약이 수반될 수밖에 없다. 이러한 문제점들이 대 두된 가운데 게임을 제작하기 위한 게임 엔진이 새로운 대안으로 제시되고 있다. 여러 가지 소프트웨어로 만 들어야 했던 멀티미디어 콘텐츠를 게임 엔진으로 하나로 통합하여 만들 수 있게 되었고, 실시간 렌더링을 할 수 있는 게임 엔진의 특성상 최종 결과물을 만드는 데 기존의 방식보다 비약적인 시간 단축이 가능하기 때 문이다. 본 논문에서는 대학에서 효율적인 교육을 위하여 상용게임 엔진 중 가장 많이 쓰는 Unity 엔진과 Unreal 엔진을 중심으로 각 게임 엔진의 특성과 장·단점을 비교 분석함으로써 위 두 엔진 중 대학교에서 어 떤 것을 선택하여 교육하는 것이 효율적인지에 대한 분석 결과를 제시하고자 한다.
        4,000원
        4.
        2021.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        In the following years, technology has progressed in so many ways that it has provided the cyber society with a resource that only computers can excel at, such as the art of counterfeit of media, which was before unavailable. Deepfakes are a term used to describe this kind of deception. The majority of well-documented Deep Fakes are produced using Generative Adversarial Network (GAN) Models, which are essentially two distinct Machine Learning Models that perform the roles of attack and defence. These models create and identify deepfakes until they reach a point where the morphing no longer detects the deepfakes anymore. Using this algorithm/model, it is possible to discover and create new media that has a similar demographic to the training set, resulting in the development of the ideal Deep Fake media. Because the alterations are carried out utilising advanced characteristics, they cannot be seen with the human eye. However, it is completely feasible to develop an algorithm that can automatically identify this kind of tampering carried out via the internet. This not only enables us to broaden the scope of our search beyond a single media item, but also beyond a large library of mixed media. The more it learns, the better it becomes as artificial intelligence takes over in full force with automation. In order to create better deep fakes, new models are being developed all the time, making it more difficult to distinguish between genuine and morphing material.
        4,500원
        5.
        2020.02 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The purpose of this study is to examine the effects of some practical teaching and learning methods using multimedia literacy in Japanese language education. As components of multimedia literacy, SNS, YouTube clips, the recording function of mobile phones, and reading tasks were given to 29 university students in an introductory level Japanese language class. At the end of the semester, the students were asked to participate in a survey in which they evaluated whether the teaching and learning methods using multimedia literacy were helpful. The findings of the study were as follows: First, problem-solving skills, and reading and speaking skills were enhanced by using a team-based learning. Second, the class using SNS was very useful for enhancing the language skills due to the convenient presentation of learning materials, the submission and the review of assignments, and the immediate feedback. Third, Korean composition sentences and reading tasks made a great contribution to practicing pronunciation and enhancing conversation skills. Fourth, voice files and YouTube clips provided for absent students could make up for the contents they missed in class. On the basis of this study, a variety of teaching and learning methods using multimedia literacy are expected to be designed and discussed.
        5,100원
        6.
        2019.12 구독 인증기관 무료, 개인회원 유료
        The purpose of this article is to understand the features of collaborative education in terms of volunteer programs that were carried out in Filipino elementary and secondary schools. We adopted narrative case study with which we brought up past impressive experiences interacting with Filipino teachers and students in the context of sharing multimedia technology. Specifically, this paper highlighted what the volunteer members felt and appreciated from Filipino educational and cultural settings while trying to offer our multimedia facilities and expertise to them. We narratively presented more humane and artistic impressions that we took benefits from Filipino schools, even though volunteer activities were planned to help Filipino teachers enhance their technical skills with subsidiary computer facilities donated as part of APEC collaborative education project. Ethnographical and narrative descriptions for the volunteer experiences illustrates humane and artistic features that were appreciated while interacting with Filipino teachers and students.
        4,000원
        7.
        2018.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Purpose: This study aimed to evaluate differences in nursing performance of nursing college students following simulator training or video-based training for patients with respiratory distress. Methods: The study used a two-group post-intervention design. The simulator group was trained using a high-fidelity simulator and the video group with a best practices video. Nursing ability was evaluated by video recording participants during a dyspnea simulation exercise. The collected data was analyzed with a t-test using SPSS 21. Results: The simulator group showed lower scores than the video group in the preparation (t = -4.60, p < .001) and nursing intervention (t = -2.41, p = .033) categories. Conclusion: Video training is effective for simulation education in cases of dyspnea.
        4,000원
        8.
        2014.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        This study attempted to examine what changes of creative play characteristics occur when having education experience using multimedia in the field of early childhood education. In order to conduct the study, 15 infants at H day care center and 15 infants at S day care center, both located in Seoul, were selected as the subjects. The program processing was composed of extension activities using multimedia after listening to fairy tales using multimedia. For study instrument, the behavior test for creative play developed by Hwang Yoon Sae (2008) was used. This instrument consisted of total 5 subfactors: intrinsic motivation – imagination; sensitivity – curiosity; durability – immersion; various interests – challenge; and initiative – independence. For statistical analysis, SPSS 17.0 was used, and t-test was used for the statistic process. As a result of the experiment, it was concluded that the education experience using multimedia has positive effect on overall characteristics of creative behavior of infants; in detail, behavior characteristics of infants in the aspects of intrinsic motivation – imagination, sensitivity – curiosity, and durability – immersion were remarkably improved, whereas the characteristics in the aspects of interests – challenge and initiative-independence did not show any particular changes. In other words, the infants who receive a lot of multimedia materials have more creative thinking than those who do not receive a lot of multimedia materials, and this thinking ability is also reflected in play activities.
        4,000원
        9.
        2013.12 구독 인증기관 무료, 개인회원 유료
        The lack of media in teaching grammar to university students and the problems faced by students in learning grammar motivates the researcher to do research and development in developing the media. The media which is concerned with peripheral verb phrases (participial phrases, gerund phrases, and infinitive phrases) are designed by considering the importance of keeping both form (structures of peripheral verb phrases) and content (the context in the sentences). In this case, the researcher usesacounterbalanced approach as the base to develop the media into counterbalanced based multimedia on peripheral verb phrases. The aim of this study focuses on the way to design counterbalanced based multimedia (simulation, drill, and evaluation) on peripheral verb phrases in teaching grammar validly, practically, and effectively. By adapting the Borg and Gall model of development, the researcher analyzed the concepts of related theories and needs to create the media based on the counterbalanced approach. Expert appraisals are needed to validate the media. In developing it, the researcher tested the media in two sessions of field tests. They covered preliminary field test and main field test. The investigation of both tests showed that the media are valid, practical, and effective to use in teaching grammar. In the last step the researcher disseminated the products to the grammar lecturers to use the media in their teaching. However, a further level of discussion of grammar topics is required to further develop a greater variety of teaching materials. To sum up, the researcher demonstrated that counterbalanced based multimedia can be validly, practically, and effectively designed to teach grammar.
        6,300원
        10.
        2013.08 구독 인증기관·개인회원 무료
        汉字字形记忆是中文初学者(特别是非汉字文化圈的学习者)必然面对的难题。目前,研究影响汉字字形记忆的文献还不足以指导教学实践。本研究即试图探讨在电脑多媒体辅助教学的情境中,不同的信息输入(如,真人读音和笔画顺序动画)对汉字字形记忆的影响。100 名在美国学习汉语的大学生参与了本实验。被试以班级为单位据所用电脑生词卡种类分四组:无读音无笔顺,有读音无笔顺,无读音有笔顺,以及有读音有笔顺。统计分析结果:有读音无笔顺组的学生对汉字的字形记忆成绩最理想,有读音有笔顺组的学生对汉字的字形记忆成绩最低。本研究试用双重编码理论 (Dual Coding Theory, 参见Paivio, 1986; Clark & Paivio, 1991) 讨论并解释了实验结果,并对多媒体在汉字教学中的作用进行了新的探讨。
        11.
        2012.06 구독 인증기관 무료, 개인회원 유료
        This study investigates the effectiveness of a teaching and learning strategy called Multimedia Project-Based Learning (MPBL) on pre-service teachers in a university setting. The main focus of this teaching and learning strategy is to enhance teachers’ communication, technology, collaborative and thinking skills. A total of 82 pre-service teachers enrolled in a semester long technology-oriented course at the College of Education at Kuwait University were involved in a pre-post assessment of skills acquisition using a survey instrument. A second survey instrument was administered to examine the pre-service teachers’ perceptions about the effectiveness of MPBL. The analysis indicates significant differences between groups in relation to the assigned indicators. Positive perceptions were expressed by pre-service teachers as a result of learning using the MPBL approach. Suggestions for designing of effective MPBL in a university setting are included.
        5,100원
        12.
        2011.12 구독 인증기관 무료, 개인회원 유료
        This paper discusses some of the expected features of multimedia based education and the teaching approach that promote active learning. The possibility of the multimedia-based education can have potential roles in enhancing learning. The particular attention is paid to the audio and visual presentation of the material with the goal of improving comprehension and retention. Certainly multimedia based education in English was developed by many researchers. On the contrary, multimedia based education in German has not been developed. In particular, Fritz Lang`s film <M> will be analyzed in this paper. It is Lang`s first soundfilm, so that the sound and picture have an effective function in the film. Otherwise the film. which was made in the Weimar Republic, presents social anxieties in Germany of the 1930. The paper concludes that multimedia based education in German is not only language but also culture education useful and effective.
        5,200원
        13.
        2011.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        인간의 언어 발달상 36~60개월의 아동은 언어적으로 복잡해지며 문법이 발달하는 시기로 이 시기에 적절한 청능훈련을 하지 않으면 정상적인 언어 발달이 어렵다. 기존 청각 장애 아동을 위한 청능훈련은 오프라인 상에서 음악, 미술, 놀이 훈련 등 다양한 분야의 프로그램들이 있다. 청각 장애 아동의 특성상 청각적 자극을 위해 반복적이고, 지속적인 청능훈련이 필요하다. 하지만 기존의 청능훈련은 시간, 공간 제약적이며 전문 인력의 부족과 다양한 프로그램의 부재로 청각 장애 아동의 지속적인 청능훈련에 제약이 있다. 본 논문은 기존의 청능훈련의 한계를 극복하고 청각 장애 아동의 특성에 맞는 청능훈련 멀티미디어 시스템을 제안하고 설계한다. 청능훈련 멀티미디어 시스템은 CAI(Computer Assisted Instruction)개념을 토대로 설계하고, 청각 장애 아동의 청능훈련 향상을 위해 Keller의 ARCS이론의 요소들을 청능훈련 멀티미디어 시스템에 포함한다.
        4,000원
        14.
        2010.02 KCI 등재 구독 인증기관 무료, 개인회원 유료
        This study attempts to develop e-learning contents for the “fashion information analysis,” which should be performed in combination of theory and practice in fashion education, in a recent Web-based education environment. The e-learning contents are developed by using the three steps of analysis, design and development. In order to analyze the requirements of curricula, the status and content of fashion information related curricular provided by general universities and cyber universities are analyzed, and then on the basis of this analysis the education objectives and detailed contents of e-learning contents are determined. Design and development of e-learning contents consist of the types, education menus and education form. The types of e-learning contents are developed into an education form combined with tutorial and practice/activity types. The education menus are comprised of syllabic, the profiles of professors and students, announcements, questions and answers regarding respect subjects, materials, and notes. Meanwhile, the education form consists of the following sections: “Before the Learning”, “Learning”, “Review Questions”, “Final Review”, “References”, and “Practice”, “Before the Learning” consists of two parts of a theory lecture that is composed of video clips and Power-Point presentations, and practice that consists of an audio(or video) lecture and illustration or Photoshop software execution window.
        4,900원
        15.
        2009.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        실시간으로 여러 미디어 데이터와 사용사의 사운드, 동적 음악 파일등을 결합하여 하나의 프레임으로 생성하고 이것을 랜더링 하는 그래픽 랜더링은 매우 유용 하다. 우리는 과거 3년 동안 실시간 스트리밍 제작기 군고구마를 개발하여 왔으며, 현재 3.0 버전으로 업그레이드 중이다. 우리가 개발된 동영상 스티리밍 합성 편집기는 다중 미디어 객체를 실시간으로 합성하는 최적화된 알고리즘이 탑재 되어 있다. 이 랜더링 방법은 동적으로 구동이 가능하며 실시간 동영상 스트림을 출력 할 수 있다. 본 논문은 다중 멀티미디어 객체를 실시간으로 합성하고 랜더링 하는 최적화 알고리즘을 소개 한다. 제안하는 알고리즘은 여러 미디어 객체를 실시간으로 합성하여 호환 가능한 동영상 프레임으로 전환하고, 네트워크로 전송하는 방법을 포함한다.
        4,000원
        18.
        2006.09 KCI 등재 구독 인증기관 무료, 개인회원 유료
        트리구조로 명명되는 '위계'는 정보의 구조를 드러내 보이고 복잡성을 감소시킬 수 있기 때문에 시각화하는데 매우 유용한 자원이다. 본 연구는 멀티미디어 환경에서 위계의 개념을 적용한 정보 시각화 방식에 대해 고찰하였고 나아가 그것이 정보 찾기 활동에서 사용자태스크 유형과 어떻게 연계되는지를 파악하고 그 활용 가능성을 탐색하였다. 본 연구에서는 트리맵(Treemap), 하이퍼볼릭(Hyperbolic), 콘트리(Cone Tree), 관심도트리(Degree-Of-Interest Tree)의 4가지 정보위계 표출방식을 적용 사례별로 고찰하고 그 활용상의 장단점을 '시각적 재현 측면'과 '사용자 조작 측면'으로 나누어 제안하였다. 또한 각각의 정보위계 표출방식에서 사용자 정보 찾기 활동과 결부된 '핵심 지원 태스크'와 '주요 관련 지원 태스크'가 무엇인지를 구체적으로 제안하였다. 본 연구를 통한 주요 발견 점은 첫째, 사용자의 정보 찾기 활동과 결부된 주요 지원 태스크는 전체를 총괄적으로 조망하기, 관심 있는 대상을 확대해서 보기, 관심 없는 대상을 걸러내기, 특정 대상에 대한 세부적인 디테일 정보 얻기, 정보 객체 사이의 관계 파악하기, 발생한 이벤트의 히스토리를 유지하기, 수집된 정보를 추출하고 발췌하기 등이다. 둘째, '트리맵'은 사용자에게 전체 정보 그룹에 대한 총체적 의미 파악이 용이하도록 만들기 위해서 각각의 정보 노드의 색상과 크기를 다르게 적용시키는 방식을 핵심지원 태스크로 적용하고 있다. '하이퍼볼릭'과 '관심도트리'는 사용자가 선택한 특정 정보 노드를 중심으로 전체 정보 그룹을 재편성시키거나 의미의 중요도에 따라 각각의 노드 크기에 비례 개념을 적용시키는 기능을 핵심적으로 지원하고 있다. '콘트리'는 정보에 접근한 사용자 로그파일을 발췌하고 분석하여 정보 관리자가 전체 정보 패턴을 분류하고 조직화시킬 수 있도록 하고 있다. 결론적으로 멀티미디어디자인 환경에서 정보위계 표출방식은 정보의 시각적 재현이라는 차원을 넘어 사용자의 정보 찾기 행위와 관련하여 사용자 조작의 다양한 기능적 욕구를 반영하고 있음을 본 연구를 통해 파악할 수 있었다.
        4,900원
        20.
        2005.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The new media are surely not strange to the students. They play computer games together and hear music and lecture in a tape recorder or a CD Player. They use the internet for their personal researches and orders. But in instruction? The technological developments open new perspective for german instruction. The new media offer a multiplicity of possibilities for a modern and effective instruction. Multimedia, television, radio make the entrance to the foreign language german for the learner possible over different channels. “Multimedia German” is an innovative learning offer, which connects different medial components and establishes new ways of media-aided learning. The multimedia teaching program runs with support of CD-ROM, DVD, video tape and grants exciting views of the german everyday life reality. The course offers regional and cultural informations as well as words and idioms, grammar, sentence structure to the learner beside course contents. The learner can learn and use not only simple sentences and everyday expressions, but also understand the german culture. The multimedia language course as blended learning offer is a teaching program with different components: Multimedia. course with CD-ROM, video and DVD, course with various materials, radio course with cassette tapes. With assistance of the learning program we can teach and learn german language and culture. Besides, we can extend and deepen already-existing knowledge about a lot of different subjects.
        5,800원
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